Well, I tried


(Karazykid) #1

I’ve been following Brink for a year, getting more and more excited about it with every video they put out. I’ve given it lots of time and finally I just can’t play this crap anymore.

I was SO excited for the parkour stuff. Finding all the different paths and such through a map sounded like there would be limitless ways to flank and move and make every match unique. So why does EVERY game on Aquarium begin with the defending team camping the bar? Every game on container city starts with camping the gate, every game involves camping some major choke point. Which, if this was TDM, wouldn’t be an issue since you could go around. But when we have to stand there and plant a bomb or hack something it doesn’t matter how many alternate routs you can take, you still wind up in the camped room.

Sure, I can play as a light body type and bounce around and do all sorts of neat stuff, but when you’ve got 4 gattling turrets and 4 heavies with chinzorz mowing you down at every turn, being light is a disadvantage.

It needs more than 1 objective at a time. Telling a team the enemy has to sit here for a moment only leads to the damn choke points and camping. If I wanted that much camping I’d go play COD. A second main objective would split the defenders up, make it much harder to camp and actually encourage more flanking instead of everyone just rushing to set up turrets.

I know you guys wanted to be different and break from the typical FPS mode, but lets be honest here. What’s the difference between escorting an AI bot down a pre determined path and pretty much having to play TDM around him to advance and simply removing the bot and playing TDM? The difference is the hostage cripples the team that has him. EVERY objective is nothing more than localized TDM with a handicap for one team. Escort missions give the enemy team a very clear path to follow, hacking missions effectively eliminate 1 or 2 people, bomb missions give the enemy an exact spot to camp. You wanted to be different, well worse is certainly different.

And I haven’t even touched on the lack of lobby or stat tracking, the horrendous lag, the mentally challenged bots or the terrible graphics. I was honestly looking forward to a new type of game. I went out at midnight to purchase a revolution in FPS gaming. Tomorrow I’m selling an inferior version of COD, and I hate COD.


(Nefarious) #2

Dude I agree with you but you are preaching to def ears on this fourm. 90% of the posters are retarded on here and will critize your post for the mere mention of something like “TDM” because this is not what the game was intended for.

TDM on the 2nd part of a level like Shipyard would be awesome.


(riptide) #3

[QUOTE=Nefarious;320115]Dude I agree with you but you are preaching to def ears on this fourm. 90% of the posters are retarded on here and will critize your post for the mere mention of something like “TDM” because this is not what the game was intended for.

TDM on the 2nd part of a level like Shipyard would be awesome.[/QUOTE]

Pretty sure he wasn’t advocating TDM just stating that it’s still TDM of sorts.


(KaZuK) #4

I have to agree with you and Nefarious you’re an idiot and i will always criticize your posts, because you’re an idiot.


(Gamer2Gamers) #5

[QUOTE=Nefarious;320115]Dude I agree with you but you are preaching to def ears on this fourm. 90% of the posters are retarded on here and will critize your post for the mere mention of something like “TDM” because this is not what the game was intended for.

TDM on the 2nd part of a level like Shipyard would be awesome.[/QUOTE]

actually nvm -.-


(Karazykid) #6

All it would take to fix this game is a lobby (Which I can’t understand how you release a game without) and some sort of CTF or any other game mode. Only giving one team an objective is a handicap for TDM, both teams having to do something keeps the action moving.


(pinion120) #7

I’d say you haven’t played enough if these are your impressions. Almost every map has multiple routes to the objective and from it. Why are there choke points? Because the game is designed that way. You can still use these extra routes to flank or hit from behind to break up an enemy barricade.

It is a different kind of shooter, VERY team oriented, very about large battles of teams clashing together, while still offering flanking and other unique ways to break up a stalemate.

Play more. Seriously.

Also, if you aren’t play a Light, then you aren’t play the parkour in all of its glory.


(Shotgun Surgeon) #8

What do you mean by selling? As in trading it in at gamestop? I’m trying to get it sold on craigslist… had the price at $40 at first, then went down to $35, and now $30. If I can’t get it sold soon I might as well trade it in at gamestop for the $23 (I think it’s still $23, it could have dropped).

But I do disagree with you about the whole “inferior version of COD” thing. They’re both different games and shouldn’t be compared because Brink tries to be a different kind of game than COD. It IS a nice change of pace but it’s just not amazing. Hopefully there will be a Brink 2 and hopefully that game will be what this game was supposed to be.


(Ark_peasant) #9

I agree with OP, but I won’t quit Brink yet.

The chokepoint problem is a map design problem, don’t throw the entire game simply because they couldn’t ship enough good maps with the game.

They can add objectives and secondary ways with a simple patch, that version is not the Gold version, it’s a Beta version released too early.


(crazyfoolish) #10

[QUOTE=pinion120;320199]I’d say you haven’t played enough if these are your impressions. Almost every map has multiple routes to the objective and from it. Why are there choke points? Because the game is designed that way. You can still use these extra routes to flank or hit from behind to break up an enemy barricade.

It is a different kind of shooter, VERY team oriented, very about large battles of teams clashing together, while still offering flanking and other unique ways to break up a stalemate.

Play more. Seriously.

Also, if you aren’t play a Light, then you aren’t play the parkour in all of its glory.[/QUOTE]

I agree with this.


(xartion) #11

Yeah, it’s amazing how the Brink tapir huggers on here can’t read. But yeah, OP, I’m gonna have to agree with your post.


(sereNADE) #12

when teams are even shots the defending team will still have the advantage no matter the flanking attackers. their spawn proximity and timer gives makes it too easy for them. granted, this might not be the norm for some but it is what i commonly see and it makes for difficulty maintaining the excitement to play. looked forward to brink for over a year but i’m still holding out for some serious fixes down the line. op, take a break and see what’s up next month maybe? the core of brink is still quite awesome and takes a bit to dig it out.


(DazTroyer) #13

Why is it one of the major designs of the game are considered a flaw ffs, it was designed to create battles in these choke points. As attackers or defenders if you lose one you move on or back to the next. Fighting over the same objective intensifies the battles, no different to the likes of Battlefield.

There are, on most maps, ways to get behind the enemy/defending team or just push forward in numbers. I personally love the game and the firefights it has, if I win or I lose by a few feet you always feel like it was a great round.


(pinksocking) #14

You didn’t try … because only one patch has been released. You should have more patience. SD will have this game in great shape in a few patches. Let’s just hope that the DLC includes a LOBBY SYSTEM!!


(sereNADE) #15

[QUOTE=DazTroyer;320339]Why is it one of the major designs of the game are considered a flaw ffs, it was designed to create battles in these choke points. As attackers or defenders if you lose one you move on or back to the next. Fighting over the same objective intensifies the battles, no different to the likes of Battlefield.

There are, on most maps, ways to get behind the enemy/defending team or just push forward in numbers. I personally love the game and the firefights it has, if I win or I lose by a few feet you always feel like it was a great round.[/QUOTE]

ever place a hackbox on a main objective when teams are about even skillwise? get 2 people hacking (to speed it up?) and you have the potential for a 6v8 firefight in the defending team’s favor. even if repelled they can all die, respawn and return well before the hack finishes. this type of frustration occurs in some of the chokepoints. very little reward when hard fought and won.


(Karazykid) #16

[QUOTE=pinion120;320199]I’d say you haven’t played enough if these are your impressions. Almost every map has multiple routes to the objective and from it. Why are there choke points? Because the game is designed that way. You can still use these extra routes to flank or hit from behind to break up an enemy barricade.

It is a different kind of shooter, VERY team oriented, very about large battles of teams clashing together, while still offering flanking and other unique ways to break up a stalemate.

Play more. Seriously.

Also, if you aren’t play a Light, then you aren’t play the parkour in all of its glory.[/QUOTE]

Yes there are multiple ways to and from the objective. But the bottom line is at some point you have to be in the objective room. “Flanking” only does so good when all they have to do is turn around slightly. Or they set up 3-4 gattling turrets to deal with you for a moment while they turn around.

And even if you flank, and support your team and all that what’s it called when your team has to kill the other team more so you can win? Oh yeah, TDM. The stupid escort, the hacking, the bomb planting, all of that practically happens automatically. All you have to do is play TDM and camp a choke point.

I came into this expecting something along the lines of playing Rush in Bad Company. Those maps are open and allow for flanking. Here there might be 60 different things you can parkour off of, but it boils down to 2 or 3 doors into the room. Its not hard for 8 people and several turrets to camp 3 doors.

Going to treat this like I did with Gears of War. Drop it in the beginning because its not too good. Check back in a month or two and see if they’ve gotten their stuff together. All I would wanna see is the lobby and an offensive objective for both teams so one isn’t just encouraged to sit still.


(DazTroyer) #17

I win more rounds than I lose both attacking and defending, even as Security on Container city so I’d have to say there is a very good reward. Winning and also enjoying the battle.


(DjIceman) #18

I agree. The parkour element isn’t something you use as a tactical element of the gameplay, you use it where the level designers placed excuses to use it. That’s sadly the only use for it.

Pushing you down these choke points is the backbone of this game and frankly, it’s a rotten one. It is in fact on the verge of breaking completely, as seen on maps like Container City.

What we need is the level editor and what we need is a competent modding team to retool that backbone in a way that it uses the parkour system as an essential gameplay element, rather than a cool toy.

If or when someone decides to put together such a modding team, please let me know.


(Happymonster) #19

The problem with hack objectives is that engineers can remove the box.
My suggestion would be to remove that ability from engineers
I would not touch spawntimes so easy since thats a very powerful effect which can easily imbalance things, most likely all it will do is increase the need of medics and create the same frustration attackers have now but this time u create it on the defenders

I know the competitive boys and girls seem to fancy this spawntime increase idea, but in my opinion it is the wrong solution for this problem.

If u feel defenders have an advantage that might be another matter (than the hack missions), but even then i would consider other options before i would touch spawn times.


(Amg Zone) #20

Is the latest patch out on 360 suppose to be the one that stops lag?

Cus it’s done **** all!